// Makes the common shared vertex shader
	static VertexShader make_vs(void)
	{
		VertexShader shader;

		shader.Source(
			"#version 140\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);

		shader.Compile();
		return shader;
	}
Beispiel #2
0
	static Program make(void)
	{
		Program prog;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"layout (std140) uniform OffsetBlock {vec3 Offset[16*16*16];};"
			"in vec3 Position;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		vec4(Position+Offset[gl_InstanceID], 1.0);"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"out float fragValue;"
			"void main(void)"
			"{"
			"	fragValue = 1.0/16.0;"
			"}"
		).Compile();

		prog.AttachShader(vs).AttachShader(fs).Link().Use();

		return std::move(prog);
	}
Beispiel #3
0
	static Program make(void)
	{
		Program prog;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform vec2 ScreenSize;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	vertTexCoord = TexCoord*ScreenSize;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"uniform sampler1D Palette;"
			"uniform sampler2DRect Tex;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float Overdraw = texture(Tex, vertTexCoord).r;"
			"	fragColor = texture(Palette, Overdraw);"
			"}"
		).Compile();

		prog.AttachShader(vs).AttachShader(fs).Link().Use();
		return std::move(prog);
	}
Beispiel #4
0
	static Program make(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4  CameraMatrix,ModelMatrix;"

			"in vec4 Position;"

			"void main(void)"
			"{"
			"	gl_Position = CameraMatrix * ModelMatrix * Position;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"void main(void)"
			"{"
			"}"
		).Compile();

		Program prog;
		prog << vs << fs;
		prog.Link().Use();

		return std::move(prog);
	}
Beispiel #5
0
	static Program make_prog(void)
	{
		Program prog;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"mat4 Matrix = ProjectionMatrix*CameraMatrix*ModelMatrix;"
			"in vec4 Position;"

			"void main(void)"
			"{"
			"	gl_Position = Matrix*Position;"
			"}"
		);

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"void main(void){ }"
		);

		prog.AttachShader(vs).AttachShader(fs);
		prog.Link().Validate().Use();

		return std::move(prog);
	}
	static Program make_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 130\n"
			"uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
			"uniform vec4 ClipPlane;"
			"attribute vec4 Position;"
			"attribute vec2 TexCoord;"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	gl_ClipDistance[0] = dot(ClipPlane, gl_Position);"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"}"
		);
		vs.Compile();

		FragmentShader fs;
		fs.Source(
			"#version 130\n"
			"varying vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	float i = ("
			"		int(vertTexCoord.x*36) % 2+"
			"		int(vertTexCoord.y*24) % 2"
			"	) % 2;"
			"	if(gl_FrontFacing)"
			"	{"
			"		gl_FragColor = vec4(1-i/2, 1-i/2, 1-i/2, 1.0);"
			"	}"
			"	else"
			"	{"
			"		gl_FragColor = vec4(0+i/2, 0+i/2, 0+i/2, 1.0);"
			"	}"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		prog.Link();
		prog.Use();

		return prog;
	}
	static oglplus::Program make_prog(void)
	{
		using namespace oglplus;

		Program prog;

		VertexShader vs;
		vs.Source(
			"#version 140\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 140\n"
			"uniform sampler2D Checker;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = dot(vertNormal, normalize(vertLight));"
			"	float i = 0.4 + 1.4*max(d, 0.0);"
			"	vec4 t  = texture(Checker, vertTexCoord);"
			"	fragColor = vec4(t.rrr*i, 1.0);"
			"}"
		).Compile();

		prog.AttachShader(vs).AttachShader(fs).Link().Use();

		return prog;
	}
	Program make_prog(void)
	{
		Program result(ObjectDesc("Main"));

		vertex_shader.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();
		result.AttachShader(vertex_shader);

		FragmentShader fs(ObjectDesc("Main fragment"));
		fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float d = dot(vertNormal, normalize(vertLight));"
			"	float i = 0.6 + max(d, 0.0);"
			"	fragColor = texture(TexUnit, vertTexCoord)*i;"
			"}"
		);
		fs.Compile();
		result.AttachShader(fs);

		result.Link().Use();

		return std::move(result);
	}
	static Program make_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertColor;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertColor = abs(normalize(Normal+vec3(1, 1, 1)));"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"in vec3 vertColor;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	float d = l > 0.0 ? dot(vertNormal, normalize(vertLight)) / l : 0.0;"
			"	float i = 0.2 + max(d*3.2, 0.0);"
			"	fragColor = vec4(vertColor*i, 1.0);"
			"}"
		);
		fs.Compile();

		Program prog;
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		prog.Link();

		return prog;
	}
Beispiel #10
0
	static Program make(void)
	{
		Program result;

		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"#define side 128\n"

			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"uniform float Fade;"
			"uniform sampler2D Offsets;"
			"uniform sampler2D Heights;"

			"in vec4 Position;"

			"void main(void)"
			"{"
			"	ivec2 Coord = ivec2(gl_InstanceID%side, gl_InstanceID/side);"
			"	vec2 Offs = texelFetch(Offsets, Coord, 0).xy;"
			"	float Height = 1.0-texelFetch(Heights, Coord, 0).r;"
			"	gl_Position = Position;"
			"	gl_Position.xz += Offs;"
			"	gl_Position.y  *= max(Height*Fade*side/2, 0.5);"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
			"#version 330\n"
			"void main(void) { }"
		).Compile();

		result.AttachShader(vs).AttachShader(fs);
		result.Link().Validate().Use();
		return std::move(result);
	}
Beispiel #11
0
bool ShaderLoader::Load(ShaderResource** resource, Handle handle, const std::string& filename1, const std::string& filename2)
{
	*resource = new ShaderResource(handle, filename1);
	Program* shader = new Program();
	(*resource)->mRaw = shader;

	VertexShader vs;
	vs.Source(readFile(filename1));
	vs.Compile();

	FragmentShader fs;
	fs.Source(readFile(filename2));
	fs.Compile();

	shader->AttachShader(vs).AttachShader(fs);
	shader->BindAttribute(VertexAttributes::POSITION, "in_Position");
	shader->BindAttribute(VertexAttributes::NORMAL, "in_Normal");
	shader->BindAttribute(VertexAttributes::TANGENT, "in_Tangent");
	shader->BindAttribute(VertexAttributes::TEXCOORD, "in_TexCoords");
	shader->Link();

	return true;
}
Beispiel #12
0
	Program * ProgramFromShaderMap(const map<string, string> &mapShdString, const string &root) {
		VertexShader vs;
		FragmentShader fs;
		Program *prog = new Program();

		string defS("#version 420\n");
		defS.append("#define MAX_BONES ");      defS.append(ConvertIntString(G_MAX_BONES_UNIFORM));     defS.append("\n");
		defS.append("#define MAX_BONES_INFL "); defS.append(ConvertIntString(G_MAX_BONES_INFLUENCING)); defS.append("\n");

		string vsSrc(defS);
		vsSrc.append(mapShdString.at(string("vs").append(root)));
		string fsSrc(defS);
		fsSrc.append(mapShdString.at(string("fs").append(root)));

		vs.Source(vsSrc);
		fs.Source(fsSrc);
		vs.Compile();
		fs.Compile();
		prog->AttachShader(vs);
		prog->AttachShader(fs);
		prog->Link();

		return prog;
	}
Beispiel #13
0
	LandscapeExample(void)
	 : grid_side(8)
	 , make_plane(
		Vec3f(0.0f, 0.0f, 0.0f),
		Vec3f(1.0f, 0.0f, 0.0f),
		Vec3f(0.0f, 0.0f,-1.0f),
		grid_side, grid_side
	), plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , vc_int(prog, "vc_int")
	 , gc_int(prog, "gc_int")
	 , fc_int(prog, "fc_int")
	{
		VertexShader vs;
		vs.Source(StrLit(
			"#version 420\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"

			"layout(binding = 0, offset = 0) uniform atomic_uint vc;"
			"const float mult = 1.0/128.0;"
			"uniform float vc_int;"

			"in vec4 Position;"

			"out vec3 vertColor;"

			"void main(void)"
			"{"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"	vertColor = vec3("
			"		fract(atomicCounterIncrement(vc)*mult),"
			"		0.0,"
			"		0.0 "
			"	)*max(vc_int, 0.0);"
			"}"
		));
		vs.Compile();
		prog.AttachShader(vs);

		GeometryShader gs;
		gs.Source(StrLit(
			"#version 420\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"layout(binding = 0, offset = 4) uniform atomic_uint gc;"
			"const float mult = 1.0/128.0;"
			"uniform float gc_int;"

			"in vec3 vertColor[3];"

			"out vec3 geomColor;"

			"void main(void)"
			"{"
			"	vec3 Color = vec3("
			"		0.0,"
			"		fract(atomicCounterIncrement(gc)*mult),"
			"		0.0 "
			"	)*max(gc_int, 0.0);"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		geomColor = vertColor[v] + Color;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		));
		gs.Compile();
		prog.AttachShader(gs);

		FragmentShader fs;
		fs.Source(StrLit(
			"#version 420\n"

			"layout(binding = 0, offset = 8) uniform atomic_uint fc;"
			"const float mult = 1.0/4096.0;"
			"uniform float fc_int;"

			"in vec3 geomColor;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	vec3 Color = vec3("
			"		0.0,"
			"		0.0,"
			"		sqrt(fract(atomicCounterIncrement(fc)*mult))"
			"	)*max(fc_int, 0.0);"
			"	fragColor = geomColor + Color;"
			"}"
		));
		fs.Compile();
		prog.AttachShader(fs);

		prog.Link();
		prog.Use();

		// bind the VAO for the plane
		plane.Bind();

		// bind the VBO for the plane vertices
		positions.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		counters.Bind(Buffer::Target::AtomicCounter);
		{
			const GLuint tmp[3] = {0u, 0u, 0u};
			Buffer::Data(
				Buffer::Target::AtomicCounter,
				3, tmp,
				BufferUsage::DynamicDraw
			);
		}
		counters.BindBase(Buffer::IndexedTarget::AtomicCounter, 0);

		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		plane.Bind();
	}
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"out vec2 vertTexCoord;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"uniform sampler2D TexUnit;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = sqrt(length(vertLight));"
			"	float d = l > 0? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float i = 0.2 + 3.2*max(d, 0.0);"
			"	fragColor = texture(TexUnit, vertTexCoord)*i;"
			"}"
		).Compile();

		// attach the shaders to the program
		prog.AttachShader(vs).AttachShader(fs);
		// link and use it
		prog.Link().Use();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus texture coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		Texture::Target tex_tgt = Texture::Target::_2D;
		tex.Bind(tex_tgt);
		{
			GLuint s = 256;
			std::vector<GLubyte> tex_data(s*s);
			for(GLuint v=0;v!=s;++v)
				for(GLuint u=0;u!=s;++u)
					tex_data[v*s+u] = rand() % 0x100;
			Texture::Image2D(
				tex_tgt,
				0,
				PixelDataInternalFormat::Red,
				s, s,
				0,
				PixelDataFormat::Red,
				PixelDataType::UnsignedByte,
				tex_data.data()
			);
			Texture::MinFilter(tex_tgt, TextureMinFilter::Linear);
			Texture::MagFilter(tex_tgt, TextureMagFilter::Linear);
			Texture::WrapS(tex_tgt, TextureWrap::Repeat);
			Texture::WrapT(tex_tgt, TextureWrap::Repeat);
			Texture::SwizzleG(tex_tgt, TextureSwizzle::Red);
			Texture::SwizzleB(tex_tgt, TextureSwizzle::Red);
		}
		// typechecked uniform with exact data type
		// on compilers supporting strongly typed enums
		// you can use:
		//Typechecked<Uniform<SLtoCpp<SLDataType::Sampler2D>>>(prog, "TexUnit").Set(0);
		// without strongly typed enums you need to do:
		typedef SLtoCpp<OGLPLUS_CONST_ENUM_VALUE(SLDataType::Sampler2D)> GLSLsampler2D;
		Typechecked<Uniform<GLSLsampler2D>>(prog, "TexUnit").Set(0);

		//
		Uniform<Vec3f>(prog, "LightPos").Set(4.0f, 4.0f, -8.0f);

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
	}
Beispiel #15
0
	SphereExample(void)
	 : sphere_instr(make_sphere.Instructions())
	 , sphere_indices(make_sphere.Indices())
	 , hole_count(50)
	 , hole_diameter(0.30f)
	{
		// This shader will be used in transform fedback mode
		// to transform the vertices used to "cut out the holes"
		// the same way the sphere is transformed
		vs_tfb.Source(
			"#version 330\n"
			"uniform mat4 CameraMatrix, ModelMatrix;"
			"uniform float Diameter;"
			"in vec3 Hole;"
			"out vec3 vertTransfHole;"
			"void main(void)"
			"{"
			"	vertTransfHole = ("
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		vec4(Hole * (1.0 + 0.5 * Diameter), 0.0)"
			"	).xyz;"
			"}"
		);
		// compile, setup transform feedback output variables
		// link and use the program
		vs_tfb.Compile();
		prog_tfb.AttachShader(vs_tfb);

		const GLchar* var_name = "vertTransfHole";
		prog_tfb.TransformFeedbackVaryings(
			1, &var_name,
			TransformFeedbackMode::InterleavedAttribs
		);
		prog_tfb.Link();
		prog_tfb.Use();

		Uniform<GLfloat> diameter(prog_tfb, "Diameter");
		diameter.Set(hole_diameter);

		// bind the VAO for the holes
		holes.Bind();

		// bind the VBO for the hole vertices
		hole_verts.Bind(Buffer::Target::Array);
		// and the VBO for the transformed hole vertices captured by tfb
		transf_hole_verts.Bind(Buffer::Target::TransformFeedback);
		{
			std::vector<GLfloat> data;
			make_hole_data(data, hole_count);
			Buffer::Data(Buffer::Target::TransformFeedback, data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog_tfb, "Hole");
			attr.Setup<Vec3f>();
			attr.Enable();
		}
		transf_hole_verts.BindBase(
			Buffer::IndexedTarget::TransformFeedback,
			0
		);

		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"const vec3 LightPos = vec3(2.0, 3.0, 3.0);"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"const int HoleCount = 50;"
			"uniform vec3 TransfHole[50];"
			"uniform float Diameter;"
			"void main(void)"
			"{"
			"	int imax = 0;"
			"	float dmax = -1.0;"
			"	for(int i=0; i!=HoleCount; ++i)"
			"	{"
			"		float d = dot(vertNormal, TransfHole[i]);"
			"		if(dmax < d)"
			"		{"
			"			dmax = d;"
			"			imax = i;"
			"		}"
			"	}"
			"	float l = length(vertLight);"
			"	vec3 FragDiff = TransfHole[imax] - vertNormal;"
			"	vec3 FinalNormal = "
			"		length(FragDiff) > Diameter?"
			"		vertNormal:"
			"		normalize(FragDiff+vertNormal*Diameter);"
			"	float i = (l > 0.0) ? dot("
			"		FinalNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	i = 0.2+max(i*2.5, 0.0);"
			"	fragColor = vec4(i, i, i, 1.0);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		diameter.Set(hole_diameter);

		// bind the VAO for the sphere
		sphere.Bind();

		// bind the VBO for the sphere vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the sphere normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_sphere.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
Beispiel #16
0
	static Program make(void)
	{
		VertexShader vs;
		vs.Source(
		"#version 150\n"
		"in vec4 Position;"
		"void main(void)"
		"{"
		"	gl_Position = Position;"
		"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
		"#version 150\n"

		"uniform sampler2DRect DataMap;"
		"uniform float Slider;"

		"uniform vec2 SampleOffs[32];"
		"const int NSamples = 32;"
		"const float InvNSam = 1.0 / NSamples;"

		"in vec4 gl_FragCoord;"

		"out vec3 fragColor;"

		"void main(void)"
		"{"
		"	vec4 FData = texture(DataMap, gl_FragCoord.xy);"
		"	float Mask = ceil(FData.w);"
		"	float Ambi = 1;"
		"	float View = FData.x;"
		"	float Diff = FData.y;"
		"	float Spec = pow(FData.z, 8.0);"

		"	float SampleSpread = mix(16, 8, FData.w);"

		"	float SSAO = 0.0;"
		"	for(int s=0; s!=NSamples; ++s)"
		"	{"
		"		vec2 SampleCoord = gl_FragCoord.xy+SampleSpread*SampleOffs[s];"
		"		vec4 SData = texture(DataMap, SampleCoord);"
		"		float x = (FData.w - SData.w)*16.0;"
		"		float y = View*x*exp(1-abs(x))*min(exp(x), 1.0);"

		"		SSAO += max(1.0-y*2.0, 0.0);"
		"	}"
		"	SSAO *= InvNSam;"
		"	if(gl_FragCoord.x < Slider) SSAO = 1.0;"

		"	Ambi *= (0.00+0.30*SSAO);"
		"	Diff *= (0.05+0.40*SSAO);"
		"	Spec *= (0.05+0.60*SSAO);"

		"	float Sl = int(gl_FragCoord.x) == int(Slider)?1:0;"

		"	vec3 Color = vec3(0.9, 0.8, 0.3)*(Ambi+Diff)+vec3(Spec);"
		"	vec3 BgColor = vec3(0.2);"
		"	vec3 SlColor = vec3(1.0);"
		"	fragColor = mix(mix(BgColor, Color, Mask), SlColor, Sl);"
		"}"
		).Compile();

		Program prog(ObjectDesc("Draw"));
		prog << vs << fs;
		prog.Link().Use();
		return std::move(prog);
	}
Beispiel #17
0
	static Program make(void)
	{
		VertexShader vs;
		vs.Source(
		"#version 150\n"
		"uniform mat4 ModelMatrix;"
		"uniform vec3 LightPosition;"
		"uniform vec3 CameraPosition;"

		"in vec4 Position;"

		"out vec3 vertLightDir;"
		"out vec3 vertViewDir;"

		"void main(void)"
		"{"
		"	gl_Position = ModelMatrix * Position;"
		"	vertLightDir = LightPosition - gl_Position.xyz;"
		"	vertViewDir = CameraPosition - gl_Position.xyz;"
		"}"
		).Compile();

		GeometryShader gs;
		gs.Source(
		"#version 150\n"
		"layout (triangles) in;"
		"layout (triangle_strip, max_vertices=3) out;"

		"uniform mat4 CameraMatrix;"

		"in vec3 vertLightDir[3];"
		"in vec3 vertViewDir[3];"

		"out vec3 geomLightDir;"
		"out vec3 geomViewDir;"
		"out vec3 geomNormal;"

		"void main(void)"
		"{"
		"	geomNormal = normalize("
		"		cross("
		"			gl_in[1].gl_Position.xyz-"
		"			gl_in[0].gl_Position.xyz,"
		"			gl_in[2].gl_Position.xyz-"
		"			gl_in[0].gl_Position.xyz "
		"		)"
		"	);"
		"	for(int v=0; v!=3; ++v)"
		"	{"
		"		gl_Position = CameraMatrix * gl_in[v].gl_Position;"
		"		geomLightDir = vertLightDir[v];"
		"		geomViewDir = vertViewDir[v];"
		"		EmitVertex();"
		"	}"
		"	EndPrimitive();"
		"}"
		).Compile();

		FragmentShader fs;
		fs.Source(
		"#version 150\n"

		"in vec3 geomLightDir;"
		"in vec3 geomViewDir;"
		"in vec3 geomNormal;"

		"out vec4 fragColor;"
		"void main(void)"
		"{"
		"	vec3 Normal = normalize(geomNormal);"
		"	vec3 LightDir = normalize(geomLightDir);"
		"	vec3 LightRefl  = reflect(-LightDir, Normal);"
		"	vec3 ViewDir = normalize(geomViewDir);"

		"	fragColor = vec4("
		"		clamp(dot(Normal, ViewDir), 0, 1),"
		"		clamp(dot(Normal, LightDir),0, 1),"
		"		clamp(dot(ViewDir, LightRefl), 0, 1),"
		"		gl_FragCoord.z"
		"	);"
		"}"
		).Compile();

		Program prog(ObjectDesc("Data"));
		prog << vs << gs << fs;
		prog.Link().Use();
		return std::move(prog);
	}
Beispiel #18
0
	static Program make_prog(void)
	{
		Program prog;
		VertexShader vs;
		vs.Source(StrCRef(
			"#version 330\n"
			"in vec3 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = vec4(Position, 1.0);"
			"	vertTexCoord = TexCoord;"
			"}"
		)).Compile();
		prog.AttachShader(vs);

		GeometryShader gs;
		gs.Source(StrCRef(
			"#version 330\n"
			"#extension GL_ARB_gpu_shader5 : enable\n"
			"layout(triangles, invocations = 7) in;"
			"layout(triangle_strip, max_vertices = 21) out;"

			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"mat4 Matrix = ProjectionMatrix * CameraMatrix;"
			"uniform vec3 CameraPosition;"

			"in vec2 vertTexCoord[3];"

			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"	float gl_ClipDistance[3];"
			"};"
			"flat out mat3 geomPositionFront;"
			"flat out mat3 geomTexCoordFront;"
			"flat out vec3 geomWFront;"
			"noperspective out vec3 geomBarycentric;"
			"out vec3 geomPosition;"
			"out vec3 geomTexCoord;"

			"void main(void)"
			"{"
			"	vec4 world_pos[8*3];"
			"	vec3 tex_coord[8*3];"

			"	vec4 view_pos[8*3];"
			"	vec3 screen_pos[8*3];"
			"	bool front_facing[8];"

			"	int ft = gl_InvocationID+1;"

			"	for(int pass=0; pass!=2; ++pass)"
			"	{"
			"		bool first = pass == 0;"
			"		if(((ft == 0) && first) || (((ft != 0) && !first)))"
			"		{"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				int w = 2-v;"
			"				world_pos[0+v] = gl_in[w].gl_Position;"
			"				tex_coord[0+v] = vec3(vertTexCoord[w], 0.0);"
			"			}"
			"		}"

			"		vec4 n = vec4(-0.15 * normalize(cross("
			"			gl_in[1].gl_Position.xyz-gl_in[0].gl_Position.xyz,"
			"			gl_in[2].gl_Position.xyz-gl_in[0].gl_Position.xyz "
			"		)), 0.0);"

			"		if(((ft == 1) && first) || (((ft != 1) && !first)))"
			"		{"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				world_pos[3+v] = gl_in[v].gl_Position + n;"
			"				tex_coord[3+v] = vec3(vertTexCoord[v], 1.0);"
			"			}"
			"		}"

			"		for(int v=0; v!=3; ++v)"
			"		{"
			"			int w = (v+1)%3;"
			"			int k = 2+2*v;"
			"			if(((ft == k) && first) || (((ft != k) && !first)))"
			"			{"
			"				world_pos[6+0+v*6] = gl_in[v].gl_Position;"
			"				tex_coord[6+0+v*6] = vec3(vertTexCoord[v], 0.0);"
			"				world_pos[6+1+v*6] = gl_in[w].gl_Position;"
			"				tex_coord[6+1+v*6] = vec3(vertTexCoord[w], 0.0);"
			"				world_pos[6+2+v*6] = gl_in[v].gl_Position + n;"
			"				tex_coord[6+2+v*6] = vec3(vertTexCoord[v], 1.0);"
			"			}"

			"			k = 3+2*v;"
			"			if(((ft == k) && first) || (((ft != k) && !first)))"
			"			{"
			"				world_pos[6+3+v*6] = gl_in[w].gl_Position;"
			"				tex_coord[6+3+v*6] = vec3(vertTexCoord[w], 0.0);"
			"				world_pos[6+4+v*6] = gl_in[w].gl_Position + n;"
			"				tex_coord[6+4+v*6] = vec3(vertTexCoord[w], 1.0);"
			"				world_pos[6+5+v*6] = gl_in[v].gl_Position + n;"
			"				tex_coord[6+5+v*6] = vec3(vertTexCoord[v], 1.0);"
			"			}"
			"		}"

			"		for(int t=first?ft:0; t!=8; ++t)"
			"		{"
			"			if(!first && (t == ft)) continue;"
			"			int o = t*3;"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				int w = o+v;"
			"				view_pos[w] = Matrix * world_pos[w];"
			"				screen_pos[w] = view_pos[w].xyz/view_pos[w].w;"
			"			}"
			"			front_facing[t] = cross("
			"				screen_pos[o+1]-screen_pos[o+0],"
			"				screen_pos[o+2]-screen_pos[o+0] "
			"			).z < 0.0;"
			"			if(first) break;"
			"		}"
			"		if(first && !front_facing[ft]) return;"
			"	}"

			"	int o = ft*3;"
			"	vec4 clip_plane[3];"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		int w = (v+1)%3;"
			"		vec3 p0 = world_pos[o+v].xyz;"
			"		vec3 p1 = world_pos[o+w].xyz;"
			"		vec3 p2 = CameraPosition;"
			"		vec3 pv = normalize(cross(p1-p0, p2-p0));"
			"		clip_plane[v] = vec4(pv, -dot(pv, p0));"
			"	}"
			"	vec3 lo = CameraPosition;"
			"	vec3 p0 = world_pos[o+0].xyz;"
			"	vec3 pu = world_pos[o+1].xyz-p0;"
			"	vec3 pv = world_pos[o+2].xyz-p0;"
			"	vec3 lp = lo-p0;"

			"	float w0 = view_pos[o+0].w;"
			"	float wu = view_pos[o+1].w-w0;"
			"	float wv = view_pos[o+2].w-w0;"

			"	vec3 t0 = tex_coord[o+0];"
			"	vec3 tu = tex_coord[o+1]-t0;"
			"	vec3 tv = tex_coord[o+2]-t0;"

			"	for(int bt=0; bt!=8; ++bt)"
			"	{"
			"		int k = bt*3;"
			"		if((ft != bt) && !front_facing[bt])"
			"		{"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				vec3 lt = world_pos[k+v].xyz;"
			"				mat3 im = mat3(lo-lt, pu, pv);"
			"				vec3 ic = inverse(im)*lp;"
			"				float s = ic.y;"
			"				float t = ic.z;"

			"				geomPositionFront[v] = p0+pu*s+pv*t;"
			"				geomTexCoordFront[v] = t0+tu*s+tv*t;"
			"				geomWFront[v] = w0+wu*s+wv*t;"
			"			}"
			"			for(int v=0; v!=3; ++v)"
			"			{"
			"				int w = k+v;"
			"				gl_Position = view_pos[w];"
			"				for(int c=0; c!=3; ++c)"
			"				{"
			"					gl_ClipDistance[c] = dot("
			"						clip_plane[c],"
			"						world_pos[w]"
			"					);"
			"				}"
			"				geomPosition = world_pos[w].xyz;"
			"				geomTexCoord = tex_coord[w];"
			"				geomBarycentric = vec3(0.0);"
			"				geomBarycentric[v] = 1.0;"

			"				EmitVertex();"
			"			}"
			"			EndPrimitive();"
			"		}"
			"	}"
			"}"
		)).Compile();
		prog.AttachShader(gs);

		FragmentShader fs;
		fs.Source(StrCRef(
			"#version 330\n"

			"uniform float Time;"
			"uniform sampler2D ColorMap;"
			"uniform sampler2D BumpMap;"
			"uniform vec3 LightPosition;"

			"flat in mat3 geomPositionFront;"
			"flat in mat3 geomTexCoordFront;"
			"flat in vec3 geomWFront;"
			"noperspective in vec3 geomBarycentric;"
			"in vec3 geomPosition;"
			"in vec3 geomTexCoord;"

			"out vec3 fragColor;"

			"vec3 vcdiv(vec3 a, vec3 b)"
			"{"
			"	return vec3(a.x/b.x, a.y/b.y, a.z/b.z);"
			"}"

			"void main(void)"
			"{"
			"	const vec3 one = vec3(1.0, 1.0, 1.0);"

			"	vec3 bzfv = vcdiv(geomBarycentric,geomWFront);"

			"	vec3 p0 = geomPosition;"
			"	vec3 p1 = (geomPositionFront*bzfv)/dot(one,bzfv);"
			"	vec3 tc0 = geomTexCoord;"
			"	vec3 tc1 = (geomTexCoordFront*bzfv)/dot(one,bzfv);"
			"	ivec2 ts = textureSize(BumpMap, 0);"
			"	int mts = max(ts.x, ts.y);"
			"	vec2 dtc = tc1.xy - tc0.xy;"
			"	float mdtc = max(abs(dtc.x), abs(dtc.y));"

			"	int nsam = max(min(int(mdtc*mts), mts/2), 1);"
			"	float step = 1.0 / nsam;"
			"	for(int s=0; s<=nsam; ++s)"
			"	{"
			"		vec3 tc = mix(tc1, tc0, s*step);"
			"		vec4 bm = texture(BumpMap, tc.xy);"
			"		if(tc.z <= bm.w)"
			"		{"
			"			vec3 p = mix(p1, p0, s*step);"
			"			vec3 ldir = normalize(LightPosition - p);"
			"			float l = max(dot(ldir, bm.xzy), 0.0)*1.3;"
			"			fragColor = texture(ColorMap, tc.xy).rgb*l;"
			"			return;"
			"		}"
			"	}"
			"	discard;"
			"}"
		)).Compile();
		prog.AttachShader(fs);

		prog.Link();
		prog.Use();

		return prog;
	}
	TessellationExample(void)
	 : shape_instr(make_shape.Instructions(PrimitiveType::Patches))
	 , shape_indices(make_shape.Indices())
	 , vs(ObjectDesc("Vertex"))
	 , cs(ObjectDesc("Tessellation Control"))
	 , es(ObjectDesc("Tessellation Evaluation"))
	 , gs(ObjectDesc("Geometry"))
	 , fs(ObjectDesc("Fragment"))
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , offset(prog, "Offset")
	 , view_position(prog, "ViewPosition")
	 , viewport_dimensions(prog, "ViewportDimensions")
	{
		vs.Source(
			"#version 330\n"

			"uniform vec3 ViewPosition;"

			"in vec3 Position;"

			"out vec3 vertPosition;"
			"out float vertDistance;"

			"void main(void)"
			"{"
			"	vertPosition = Position;"
			"	vertDistance = length(ViewPosition - vertPosition);"
			"}"
		);
		vs.Compile();

		cs.Source(
			"#version 330\n"
			"#extension ARB_tessellation_shader : enable\n"

			"layout(vertices = 3) out;"

			"in vec3 vertPosition[];"
			"in float vertDistance[];"

			"out vec3 tecoPosition[];"

			"int tessLevel(float dist)"
			"{"
			"	return int(9.0 / sqrt(dist+0.1));"
			"}"

			"void main(void)"
			"{"
			"	tecoPosition[gl_InvocationID] ="
			"		vertPosition[gl_InvocationID];"

			"	if(gl_InvocationID == 0)"
			"	{"
			"		gl_TessLevelInner[0] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.333);"
			"		gl_TessLevelOuter[0] = tessLevel(("
			"			vertDistance[1]+"
			"			vertDistance[2] "
			"		)*0.5);"
			"		gl_TessLevelOuter[1] = tessLevel(("
			"			vertDistance[2]+"
			"			vertDistance[0] "
			"		)*0.5);"
			"		gl_TessLevelOuter[2] = tessLevel(("
			"			vertDistance[0]+"
			"			vertDistance[1] "
			"		)*0.5);"
			"	}"
			"}"
		);
		cs.Compile();

		es.Source(
			"#version 330\n"
			"#extension ARB_tessellation_shader : enable\n"

			"layout(triangles, equal_spacing, ccw) in;"

			"const vec3 LightPosition = vec3(12.0, 10.0, 7.0);"

			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"

			"in vec3 tecoPosition[];"

			"out vec3 teevNormal;"
			"out vec3 teevLightDir;"

			"void main(void)"
			"{"
			"	vec3 p0 = gl_TessCoord.x * tecoPosition[0];"
			"	vec3 p1 = gl_TessCoord.y * tecoPosition[1];"
			"	vec3 p2 = gl_TessCoord.z * tecoPosition[2];"

			"	vec4 tempPosition = vec4(normalize(p0+p1+p2), 0.0);"
			"	teevNormal = (ModelMatrix * tempPosition).xyz;"
			"	tempPosition.w = 1.0;"
			"	tempPosition = ModelMatrix * tempPosition;"
			"	teevLightDir = LightPosition - tempPosition.xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		tempPosition;"
			"}"
		);
		es.Compile();

		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"uniform vec3 Offset;"
			"uniform vec2 ViewportDimensions;"

			"in vec3 teevNormal[], teevLightDir[];"

			"noperspective out vec3 geomDist;"
			"flat out vec3 geomNormal;"
			"out vec3 geomColor;"
			"out vec3 geomLightDir;"

			"void main(void)"
			"{"
			"	geomNormal = normalize("
			"		teevNormal[0]+"
			"		teevNormal[1]+"
			"		teevNormal[2]"
			"	);"

			"	vec2 ScreenPos[3];"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		ScreenPos[i] = "
			"			ViewportDimensions*"
			"			gl_in[i].gl_Position.xy/"
			"			gl_in[i].gl_Position.w;"
			"	}"

			"	vec2 TmpVect[3];"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		TmpVect[i] = "
			"			ScreenPos[(i+2)%3]-"
			"			ScreenPos[(i+1)%3];"
			"	}"

			"	const vec3 EdgeMask[3] = vec3[3]("
			"		vec3(1.0, 0.0, 0.0),"
			"		vec3(0.0, 1.0, 0.0),"
			"		vec3(0.0, 0.0, 1.0) "
			"	);"

			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		float Dist = abs("
			"			TmpVect[(i+1)%3].x*TmpVect[(i+2)%3].y-"
			"			TmpVect[(i+1)%3].y*TmpVect[(i+2)%3].x "
			"		) / length(TmpVect[i]);"
			"		vec3 DistVect = vec3(Dist, Dist, Dist);"

			"		gl_Position = gl_in[i].gl_Position;"
			"		geomColor = normalize(abs("
			"			vec3(2.0, 2.0, 2.0)-"
			"			teevNormal[i]-"
			"			Offset"
			"		));"
			"		geomLightDir = teevLightDir[i];"
			"		geomDist = EdgeMask[i] * DistVect;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		fs.Source(
			"#version 330\n"

			"noperspective in vec3 geomDist;"
			"flat in vec3 geomNormal;"
			"in vec3 geomColor;"
			"in vec3 geomLightDir;"

			"out vec3 fragColor;"

			"void main(void)"
			"{"
			"	float MinDist = min(min(geomDist.x,geomDist.y),geomDist.z);"
			"	float EdgeAlpha = exp2(-pow(MinDist, 2.0));"

			"	const float Ambient = 0.8;"
			"	float Diffuse = max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomLightDir)"
			"	), 0.0);"

			"	vec3 FaceColor = geomColor * (Diffuse + Ambient);"
			"	const vec3 EdgeColor = vec3(0.0, 0.0, 0.0);"

			"	fragColor = mix(FaceColor, EdgeColor, EdgeAlpha);"
			"}"
		);
		fs.Compile();

		prog.AttachShader(vs);
		prog.AttachShader(cs);
		prog.AttachShader(es);
		prog.AttachShader(gs);
		prog.AttachShader(fs);
		prog.Link();
		prog.Use();

		shape.Bind();

		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();

			indices.Bind(Buffer::Target::ElementArray);
			Buffer::Data(Buffer::Target::ElementArray, shape_indices);
			shape_indices.clear();
		}

		//
		gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		prog.Use();
	}
    ReflectionExample()
      : make_plane(
          Vec3f(), Vec3f(3.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, -3.0f), 15, 15)
      , plane_instr(make_plane.Instructions())
      , plane_indices(make_plane.Indices())
      , make_shape()
      , shape_instr(make_shape.Instructions())
      , shape_indices(make_shape.Indices())
      , plane_vs(ObjectDesc("Plane vertex"))
      , shape_vs(ObjectDesc("Shape vertex"))
      , plane_fs(ObjectDesc("Plane fragment"))
      , shape_fs(ObjectDesc("Shape fragment"))
      , plane_projection_matrix(plane_prog)
      , plane_camera_matrix(plane_prog)
      , plane_model_matrix(plane_prog)
      , shape_projection_matrix(shape_prog)
      , shape_camera_matrix(shape_prog)
      , shape_model_matrix(shape_prog)
      , width(800)
      , height(600)
      , tex_size_div(2) {
        plane_vs.Source(
          "#version 140\n"
          "uniform vec3 LightPosition;"
          "uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
          "in vec4 Position;"
          "out vec3 vertLightDir;"
          "out vec4 vertTexCoord;"
          "void main()"
          "{"
          "	gl_Position = ModelMatrix*Position;"
          "	vertLightDir = LightPosition - gl_Position.xyz;"
          "	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
          "	vertTexCoord = gl_Position;"
          "}");
        plane_vs.Compile();

        plane_fs.Source(
          "#version 140\n"
          "uniform sampler2DRect ReflectTex;"
          "uniform vec3 Normal;"
          "in vec3 vertLightDir;"
          "in vec4 vertTexCoord;"
          "out vec3 fragColor;"
          "const int n = 5;"
          "const int ns = (n*n);"
          "const float blur = 0.15/n;"
          "void main()"
          "{"
          "	float d = dot(Normal, normalize(vertLightDir));"
          "	float intensity = 0.5 + pow(1.4*d, 2.0);"
          "	vec3 color = vec3(0.0, 0.0, 0.0);"
          "	int n = 2;"
          "	float pct = 0.5/vertTexCoord.w;"
          "	for(int y=-n; y!=(n+1); ++y)"
          "	for(int x=-n; x!=(n+1); ++x)"
          "	{"
          "		vec2 coord = vertTexCoord.xy;"
          "		coord += vec2(blur*x, blur*y);"
          "		coord *= pct;"
          "		coord += vec2(0.5, 0.5);"
          "		coord *= textureSize(ReflectTex);"
          "		color += texture(ReflectTex, coord).rgb/ns;"
          "	}"
          "	fragColor = color*intensity;"
          "}");
        plane_fs.Compile();

        plane_prog.AttachShader(plane_vs);
        plane_prog.AttachShader(plane_fs);
        plane_prog.Link();
        plane_prog.Use();

        plane_projection_matrix.BindTo("ProjectionMatrix");
        plane_camera_matrix.BindTo("CameraMatrix");
        plane_model_matrix.BindTo("ModelMatrix");

        Vec3f lightPos(3.0f, 0.5f, 2.0f);
        Uniform<Vec3f>(plane_prog, "LightPosition").Set(lightPos);
        Uniform<Vec3f>(plane_prog, "Normal").Set(make_plane.Normal());

        plane.Bind();

        plane_verts.Bind(Buffer::Target::Array);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_plane.Positions(data);
            Buffer::Data(Buffer::Target::Array, data);
            VertexArrayAttrib attr(plane_prog, "Position");
            attr.Setup<GLfloat>(n_per_vertex);
            attr.Enable();
        }
        //
        Texture::Active(1);
        gl.Bound(Texture::Target::Rectangle, depth_tex)
          .MinFilter(TextureMinFilter::Linear)
          .MagFilter(TextureMagFilter::Linear)
          .WrapS(TextureWrap::ClampToEdge)
          .WrapT(TextureWrap::ClampToEdge);

        Texture::Active(0);
        ProgramUniformSampler(plane_prog, "ReflectTex").Set(0);
        gl.Bound(Texture::Target::Rectangle, reflect_tex)
          .MinFilter(TextureMinFilter::Linear)
          .MagFilter(TextureMagFilter::Linear)
          .WrapS(TextureWrap::ClampToEdge)
          .WrapT(TextureWrap::ClampToEdge);

        gl.Bound(Framebuffer::Target::Draw, fbo)
          .AttachTexture(FramebufferAttachment::Color, reflect_tex, 0)
          .AttachTexture(FramebufferAttachment::Depth, depth_tex, 0);

        shape_vs.Source(
          "#version 140\n"
          "uniform vec3 LightPosition;"
          "uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
          "in vec4 Position;"
          "in vec3 Normal;"
          "out vec3 vertNormal;"
          "out vec3 vertLightDir;"
          "out vec3 vertLightRefl;"
          "out vec3 vertViewDir;"
          "out vec3 vertColor;"
          "void main()"
          "{"
          "	gl_Position = ModelMatrix * Position;"
          "	vertLightDir = LightPosition - gl_Position.xyz;"
          "	vertNormal = mat3(ModelMatrix)*Normal;"
          "	vertLightRefl = reflect("
          "		-normalize(vertLightDir),"
          "		normalize(vertNormal)"
          "	);"
          "	vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;"
          "	vertColor = vec3(1, 1, 1) - vertNormal;"
          "	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
          "}");
        shape_vs.Compile();

        shape_fs.Source(
          "#version 140\n"
          "in vec3 vertNormal;"
          "in vec3 vertLightDir;"
          "in vec3 vertLightRefl;"
          "in vec3 vertViewDir;"
          "in vec3 vertColor;"
          "out vec3 fragColor;"

          "void main()"
          "{"
          "	float l = length(vertLightDir);"
          "	float d = dot("
          "		normalize(vertNormal), "
          "		normalize(vertLightDir)"
          "	) / l;"
          "	float s = dot("
          "		normalize(vertLightRefl),"
          "		normalize(vertViewDir)"
          "	);"
          "	vec3 lt = vec3(1.0, 1.0, 1.0);"
          "	fragColor = "
          "		vertColor * 0.4 + "
          "		(lt + vertColor)*pow(max(2.5*d, 0.0), 3) + "
          "		lt * pow(max(s, 0.0), 64);"
          "}");
        shape_fs.Compile();

        shape_prog.AttachShader(shape_vs);
        shape_prog.AttachShader(shape_fs);
        shape_prog.Link();
        shape_prog.Use();

        shape_projection_matrix.BindTo("ProjectionMatrix");
        shape_camera_matrix.BindTo("CameraMatrix");
        shape_model_matrix.BindTo("ModelMatrix");

        Uniform<Vec3f>(shape_prog, "LightPosition").Set(lightPos);

        shape.Bind();

        shape_verts.Bind(Buffer::Target::Array);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_shape.Positions(data);
            Buffer::Data(Buffer::Target::Array, data);
            VertexArrayAttrib attr(shape_prog, "Position");
            attr.Setup<GLfloat>(n_per_vertex);
            attr.Enable();
        }

        shape_normals.Bind(Buffer::Target::Array);
        {
            std::vector<GLfloat> data;
            GLuint n_per_vertex = make_shape.Normals(data);
            Buffer::Data(Buffer::Target::Array, data);
            VertexArrayAttrib attr(shape_prog, "Normal");
            attr.Setup<GLfloat>(n_per_vertex);
            attr.Enable();
        }
        //
        gl.ClearColor(0.5f, 0.5f, 0.4f, 0.0f);
        gl.ClearDepth(1.0f);
        gl.Enable(Capability::DepthTest);
        gl.Enable(Capability::CullFace);
    }
	CubeMapExample(void)
	 : make_shape(4)
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"out vec3 vertNormal;"
			"out vec3 vertTexCoord;"
			"out vec3 vertLightDir;"
			"out vec3 vertViewDir;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	vec3 Normal = Position.xyz;"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertTexCoord = Normal;"
			"	vertLightDir = LightPos - gl_Position.xyz;"
			"	vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs.Compile();

		gs.Source(
			"#version 330\n"
			"layout (triangles) in;"
			"layout (triangle_strip, max_vertices = 3) out;"

			"in vec3 vertNormal[3];"
			"in vec3 vertTexCoord[3];"
			"in vec3 vertLightDir[3];"
			"in vec3 vertViewDir[3];"

			"out vec3 geomNormal;"
			"out vec3 geomTexCoord;"
			"out vec3 geomLightDir;"
			"out vec3 geomLightRefl;"
			"out vec3 geomViewDir;"

			"void main(void)"
			"{"
			"	vec3 FaceNormal = 0.333333*("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2] "
			"	);"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		gl_Position = gl_in[v].gl_Position;"
			"		geomNormal = 0.5*(vertNormal[v]+FaceNormal);"
			"		geomTexCoord = vertTexCoord[v];"
			"		geomLightDir = vertLightDir[v];"
			"		geomLightRefl = reflect("
			"			-normalize(geomLightDir),"
			"			normalize(FaceNormal)"
			"		);"
			"		geomViewDir = vertViewDir[v];"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		fs.Source(
			"#version 330\n"
			"uniform samplerCube TexUnit;"
			"in vec3 geomNormal;"
			"in vec3 geomTexCoord;"
			"in vec3 geomLightDir;"
			"in vec3 geomLightRefl;"
			"in vec3 geomViewDir;"
			"out vec3 fragColor;"
			"void main(void)"
			"{"
			"	vec3 lt = vec3(1.0, 1.0, 1.0);"
			"	vec3 tex = texture(TexUnit, geomTexCoord).rgb;"
			"	float d = dot("
			"		normalize(geomNormal), "
			"		normalize(geomLightDir)"
			"	);"
			"	float s = dot("
			"		normalize(geomLightRefl),"
			"		normalize(geomViewDir)"
			"	);"
			"	float b = 1.0-sqrt(max(dot("
			"		normalize(geomNormal),"
			"		normalize(geomViewDir)"
			"	), 0.0));"
			"	float ea = clamp(tex.b*(-d+0.2), 0.0, 1.0);"
			"	float sr = 1.0-tex.b*0.8;"

			"	fragColor = "
			"		tex * (0.3*ea + 0.6*b + 0.8*max(d, 0.0)) + "
			"		(tex+lt) * 0.8*sr*pow(clamp(s+0.05, 0.0, 1.0), 32);"
			"}"
		);
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(gs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		// bind the VAO for the shape
		shape.Bind();

		positions.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexAttribArray attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// setup the texture
		{
			auto bound_tex = Bind(tex, Texture::Target::CubeMap);
			bound_tex.MinFilter(TextureMinFilter::Linear);
			bound_tex.MagFilter(TextureMagFilter::Linear);
			bound_tex.WrapS(TextureWrap::ClampToEdge);
			bound_tex.WrapT(TextureWrap::ClampToEdge);
			bound_tex.WrapR(TextureWrap::ClampToEdge);

			const char* tex_name[6] = {
				"cube_0_right",
				"cube_1_left",
				"cube_2_top",
				"cube_3_bottom",
				"cube_4_front",
				"cube_5_back"
			};
			for(GLuint i=0; i!=6; ++i)
			{
				Texture::Image2D(
					Texture::CubeMapFace(i),
					images::LoadTexture(tex_name[i], false, true)
				);
			}
		}
		UniformSampler(prog, "TexUnit").Set(0);

		//
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(3.0f, 5.0f, 4.0f));
		//
		gl.ClearColor(0.05f, 0.2f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);

		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_shape.FaceWinding());
		gl.CullFace(Face::Back);
	}
	static Program make_transf_prog(void)
	{
		VertexShader vs;
		vs.Source(
			"#version 330\n"
			"uniform mat4 ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"in vec2 TexCoord;"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 vertNormal;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = (ModelMatrix*vec4(Normal,0.0)).xyz;"
			"	vertTexCoord = TexCoord;"
			"}"
		);
		vs.Compile();

		GeometryShader gs;
		gs.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 15) out;"
			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPos;"
			"uniform float Time;"
			"in gl_PerVertex {"
			"	vec4 gl_Position;"
			"} gl_in[];"
			"in vec3 vertNormal[];"
			"in vec2 vertTexCoord[];"
			"out gl_PerVertex {"
			"	vec4 gl_Position;"
			"};"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"out float geomGlow;"
			"flat out int geomTop;"
			"void main(void)"
			"{"
			"	vec3 FaceNormal = normalize("
			"		vertNormal[0]+"
			"		vertNormal[1]+"
			"		vertNormal[2] "
			"	);"
			"	vec2 FaceCoord = 0.33333 * ("
			"		vertTexCoord[0]+"
			"		vertTexCoord[1]+"
			"		vertTexCoord[2] "
			"	);"
			"	float Offs = (sin((FaceCoord.s + Time/10.0)* 3.14 * 2.0 * 10)*0.5 + 0.5)*0.4;"
			"	Offs *= cos(FaceCoord.t * 3.1415 * 2.0)*0.5 + 0.51;"

			"	vec3 pos[3], norm[3];"
			"	for(int i=0; i!=3; ++i)"
			"		pos[i] = gl_in[i].gl_Position.xyz;"
			"	for(int i=0; i!=3; ++i)"
			"		norm[i] = cross("
			"			FaceNormal, "
			"			normalize(pos[(i+1)%3] - pos[i])"
			"		);"
			"	vec3 pofs = FaceNormal * Offs;"

			"	geomTop = 0;"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		geomNormal = norm[i];"
			"		for(int j=0; j!=2; ++j)"
			"		{"
			"			vec3 tpos = pos[(i+j)%3];"
			"			geomLight = LightPos-tpos;"
			"			geomGlow = 1.0;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos, 1.0);"
			"			EmitVertex();"
			"			geomGlow = 0.7;"
			"			geomLight = LightPos-tpos+pofs;"
			"			gl_Position = "
			"				ProjectionMatrix *"
			"				CameraMatrix *"
			"				vec4(tpos + pofs, 1.0);"
			"			EmitVertex();"
			"		}"
			"		EndPrimitive();"
			"	}"

			"	geomGlow = 0.0;"
			"	geomTop = 1;"
			"	for(int i=0; i!=3; ++i)"
			"	{"
			"		geomLight = LightPos - (pos[i]+pofs);"
			"		geomNormal = vertNormal[i];"
			"		gl_Position = "
			"			ProjectionMatrix *"
			"			CameraMatrix *"
			"			vec4(pos[i] + pofs, 1.0);"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		gs.Compile();

		Program prog;
		prog.AttachShader(vs);
		prog.AttachShader(gs);
		prog.MakeSeparable();
		prog.Link();

		ProgramUniform<Vec3f>(prog, "LightPos").Set(4, 4, -8);

		return prog;
	}
Beispiel #23
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(CameraMatrix)*mat3(ModelMatrix)*Normal;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"uniform int ColorCount;"
			"uniform vec4 Color[8];"
			"in vec3 vertNormal;"
			"vec3 ViewDir = vec3(0.0, 0.0, 1.0);"
			"vec3 TopDir = vec3(0.0, 1.0, 0.0);"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float k = dot(vertNormal, ViewDir);"
			"	vec3 reflDir = 2.0*k*vertNormal - ViewDir;"
			"	float a = dot(reflDir, TopDir);"
			"	vec3 reflColor;"
			"	for(int i = 0; i != (ColorCount - 1); ++i)"
			"	{"
			"		if(a<Color[i].a && a>=Color[i+1].a)"
			"		{"
			"			float m = "
			"				(a - Color[i].a)/"
			"				(Color[i+1].a-Color[i].a);"
			"			reflColor = mix("
			"				Color[i].rgb,"
			"				Color[i+1].rgb,"
			"				m"
			"			);"
			"			break;"
			"		}"
			"	}"
			"	float i = max(dot(vertNormal, TopDir), 0.0);"
			"	vec3 diffColor = vec3(i, i, i);"
			"	fragColor = vec4("
			"		mix(reflColor, diffColor, 0.3 + i*0.7),"
			"		1.0"
			"	);"
			"}"
		).Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link().Use();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float).Enable();
		}

		// bind the VBO for the torus normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Normal");
			attr.Setup(n_per_vertex, DataType::Float).Enable();
		}

		// setup the color gradient
		Uniform<GLint>(prog, "ColorCount").Set(8);
		Uniform<Vec4f> color(prog, "Color");
		color[0].Set(1.0f, 1.0f, 0.9f, 1.00f);
		color[1].Set(1.0f, 0.9f, 0.8f, 0.97f);
		color[2].Set(0.9f, 0.7f, 0.5f, 0.95f);
		color[3].Set(0.5f, 0.5f, 1.0f, 0.95f);
		color[4].Set(0.2f, 0.2f, 0.7f, 0.00f);
		color[5].Set(0.1f, 0.1f, 0.1f, 0.00f);
		color[6].Set(0.2f, 0.2f, 0.2f,-0.10f);
		color[7].Set(0.5f, 0.5f, 0.5f,-1.00f);

		gl.ClearColor(0.1f, 0.1f, 0.1f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
	}
Beispiel #24
0
	HaloExample(void)
	 : make_shape()
	 , shape_indices(make_shape.Indices())
	 , shape_instr(make_shape.Instructions())
	 , vs_shape(ObjectDesc("Shape VS"))
	 , vs_plane(ObjectDesc("Plane VS"))
	 , fs_shape(ObjectDesc("Shape FS"))
	 , fs_plane(ObjectDesc("Plane FS"))
	 , vs_halo(ObjectDesc("Halo VS"))
	 , gs_halo(ObjectDesc("Halo GS"))
	 , fs_halo(ObjectDesc("Halo FS"))
	 , shape_projection_matrix(shape_prog, "ProjectionMatrix")
	 , shape_camera_matrix(shape_prog, "CameraMatrix")
	 , shape_model_matrix(shape_prog, "ModelMatrix")
	 , plane_projection_matrix(plane_prog, "ProjectionMatrix")
	 , plane_camera_matrix(plane_prog, "CameraMatrix")
	 , halo_projection_matrix(halo_prog, "ProjectionMatrix")
	 , halo_camera_matrix(halo_prog, "CameraMatrix")
	 , halo_model_matrix(halo_prog, "ModelMatrix")
	{
		vs_shape.Source(
			"#version 140\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"out vec3 vertNormal;"
			"out vec3 vertViewNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertViewNormal = mat3(CameraMatrix)*vertNormal;"
			"	vertLight = LightPos - gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		vs_shape.Compile();

		fs_shape.Source(
			"#version 140\n"
			"in vec3 vertNormal;"
			"in vec3 vertViewNormal;"
			"in vec3 vertLight;"
			"uniform mat4 CameraMatrix;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float ltlen = sqrt(length(vertLight));"
			"	float ltexp = dot("
			"		normalize(vertNormal),"
			"		normalize(vertLight)"
			"	);"
			"	float lview = dot("
			"		normalize(vertLight),"
			"		normalize(vec3("
			"			CameraMatrix[0][2],"
			"			CameraMatrix[1][2],"
			"			CameraMatrix[2][2] "
			"		))"
			"	);"
			"	float depth = normalize(vertViewNormal).z;"
			"	vec3 ftrefl = vec3(0.9, 0.8, 0.7);"
			"	vec3 scatter = vec3(0.9, 0.6, 0.1);"
			"	vec3 bklt = vec3(0.8, 0.6, 0.4);"
			"	vec3 ambient = vec3(0.5, 0.4, 0.3);"
			"	fragColor = vec4("
			"		pow(max(ltexp, 0.0), 8.0)*ftrefl+"
			"		( ltexp+1.0)/ltlen*pow(depth,2.0)*scatter+"
			"		(-ltexp+1.0)/ltlen*(1.0-depth)*scatter+"
			"		(-lview+1.0)*0.6*(1.0-abs(depth))*bklt+"
			"		0.2*ambient,"
			"		1.0"
			"	);"
			"}"
		);
		fs_shape.Compile();

		shape_prog.AttachShader(vs_shape);
		shape_prog.AttachShader(fs_shape);
		shape_prog.Link();

		vs_plane.Source(
			"#version 140\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"uniform vec3 LightPos;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"	vertNormal = Normal;"
			"	vertLight = LightPos-Position.xyz;"
			"}"
		);
		vs_plane.Compile();

		fs_plane.Source(
			"#version 140\n"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = sqrt(length(vertLight));"
			"	float e = dot("
			"		vertNormal,"
			"		normalize(vertLight)"
			"	);"
			"	float d = l > 0.0 ? e / l : 0.0;"
			"	float i = 0.2 + 2.5 * d;"
			"	fragColor = vec4(0.8*i, 0.7*i, 0.4*i, 1.0);"
			"}"
		);
		fs_plane.Compile();

		plane_prog.AttachShader(vs_plane);
		plane_prog.AttachShader(fs_plane);
		plane_prog.Link();

		vs_halo.Source(
			"#version 150\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"uniform mat4 ModelMatrix, CameraMatrix;"
			"out vec3 vertNormal;"
			"out float vd;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"	vertNormal = ("
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		vec4(Normal, 0.0)"
			"	).xyz;"
			"	vd = vertNormal.z;"
			"}"
		);
		vs_halo.Compile();

		gs_halo.Source(
			"#version 150\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 12) out;"

			"in vec3 vertNormal[];"
			"in float vd[];"

			"uniform mat4 CameraMatrix, ProjectionMatrix;"
			"uniform vec3 LightPos;"

			"out float geomAlpha;"

			"void main(void)"
			"{"
			"	for(int v=0; v!=3; ++v)"
			"	{"
			"		int a = v, b = (v+1)%3, c = (v+2)%3;"
			"		vec4 pa = gl_in[a].gl_Position;"
			"		vec4 pb = gl_in[b].gl_Position;"
			"		vec4 pc = gl_in[c].gl_Position;"
			"		vec4 px, py;"
			"		vec3 na = vertNormal[a];"
			"		vec3 nb = vertNormal[b];"
			"		vec3 nc = vertNormal[c];"
			"		vec3 nx, ny;"
			"		if(vd[a] == 0.0 && vd[b] == 0.0)"
			"		{"
			"			px = pa;"
			"			nx = na;"
			"			py = pb;"
			"			ny = nb;"
			"		}"
			"		else if(vd[a] > 0.0 && vd[b] < 0.0)"
			"		{"
			"			float x = vd[a]/(vd[a]-vd[b]);"
			"			float y;"
			"			px = mix(pa, pb, x);"
			"			nx = mix(na, nb, x);"
			"			if(vd[c] < 0.0)"
			"			{"
			"				y = vd[a]/(vd[a]-vd[c]);"
			"				py = mix(pa, pc, y);"
			"				ny = mix(na, nc, y);"
			"			}"
			"			else"
			"			{"
			"				y = vd[c]/(vd[c]-vd[b]);"
			"				py = mix(pc, pb, y);"
			"				ny = mix(nc, nb, y);"
			"			}"
			"		}"
			"		else continue;"
			"		vec4 gx1 = vec4(px.xyz, 1.0);"
			"		vec4 gy1 = vec4(py.xyz, 1.0);"
			"		vec4 gx2 = vec4(px.xyz + nx*0.3, 1.0);"
			"		vec4 gy2 = vec4(py.xyz + ny*0.3, 1.0);"
			"		gl_Position = ProjectionMatrix * gy1;"
			"		geomAlpha = 1.0;"
			"		EmitVertex();"
			"		gl_Position = ProjectionMatrix * gx1;"
			"		geomAlpha = 1.0;"
			"		EmitVertex();"
			"		gl_Position = ProjectionMatrix * gy2;"
			"		geomAlpha = 0.0;"
			"		EmitVertex();"
			"		gl_Position = ProjectionMatrix * gx2;"
			"		geomAlpha = 0.0;"
			"		EmitVertex();"
			"		EndPrimitive();"
			"		break;"
			"	}"
			"}"
		);
		gs_halo.Compile();

		fs_halo.Source(
			"#version 150\n"
			"in float geomAlpha;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	fragColor = vec4("
			"		0.5, 0.4, 0.3,"
			"		pow(geomAlpha, 2.0)"
			"	);"
			"}"
		);
		fs_halo.Compile();

		halo_prog.AttachShader(vs_halo);
		halo_prog.AttachShader(gs_halo);
		halo_prog.AttachShader(fs_halo);
		halo_prog.Link();

		// bind the VAO for the shape
		shape.Bind();

		// bind the VBO for the shape vertices
		shape_verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);

			VertexAttribSlot location;
			if(VertexArrayAttrib::QueryCommonLocation(
				MakeGroup(shape_prog, halo_prog),
				"Position",
				location
			))
			{
				VertexArrayAttrib attr(location);
				attr.Setup<GLfloat>(n_per_vertex);
				attr.Enable();
			}
			else OGLPLUS_ABORT("Inconsistent 'Position' location");
		}

		// bind the VBO for the shape normals
		shape_normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);

			shape_prog.Use();
			VertexArrayAttrib attr(shape_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VAO for the plane
		plane.Bind();

		// bind the VBO for the plane vertices
		plane_verts.Bind(Buffer::Target::Array);
		{
			GLfloat data[4*3] = {
				-9.0f, 0.0f,  9.0f,
				-9.0f, 0.0f, -9.0f,
				 9.0f, 0.0f,  9.0f,
				 9.0f, 0.0f, -9.0f
			};
			Buffer::Data(Buffer::Target::Array, 4*3, data);
			plane_prog.Use();
			VertexArrayAttrib attr(plane_prog, "Position");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		// bind the VBO for the plane normals
		plane_normals.Bind(Buffer::Target::Array);
		{
			GLfloat data[4*3] = {
				-0.1f, 1.0f,  0.1f,
				-0.1f, 1.0f, -0.1f,
				 0.1f, 1.0f,  0.1f,
				 0.1f, 1.0f, -0.1f
			};
			Buffer::Data(Buffer::Target::Array, 4*3, data);
			plane_prog.Use();
			VertexArrayAttrib attr(plane_prog, "Normal");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		Vec3f lightPos(2.0f, 2.5f, 9.0f);

		ProgramUniform<Vec3f>(shape_prog, "LightPos").Set(lightPos);
		ProgramUniform<Vec3f>(plane_prog, "LightPos").Set(lightPos);

		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.ClearStencil(0);

		gl.Enable(Capability::DepthTest);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::One);
	}
Beispiel #25
0
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	vertTexCoord = TexCoord;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float i = ("
			"		1 +"
			"		int(vertTexCoord.x*8) % 2+"
			"		int(vertTexCoord.y*8) % 2"
			"	) % 2;"
			"	fragColor = vec4(i, i, i, 1.0);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		// bind the VAO for the cube
		cube.Bind();

		// bind the VBO for the cube vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "Position");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}

		// bind the VBO for the cube texture-coordinates
		texcoords.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.TexCoordinates(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexAttribArray attr(prog, "TexCoord");
			attr.Setup(n_per_vertex, DataType::Float);
			attr.Enable();
		}
		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
Beispiel #26
0
	GlassExample(void)
	 : make_plane(Vec3f(2.0f, 0.0f, 0.0f), Vec3f(0.0f, 0.0f, -2.0f))
	 , plane_instr(make_plane.Instructions())
	 , plane_indices(make_plane.Indices())
	 , make_shape()
	 , shape_instr(make_shape.Instructions())
	 , shape_indices(make_shape.Indices())
	 , plane_vs(ObjectDesc("Plane vertex"))
	 , shape_vs(ObjectDesc("Shape vertex"))
	 , plane_fs(ObjectDesc("Plane fragment"))
	 , shape_fs(ObjectDesc("Shape fragment"))
	 , plane_proj_matrix(plane_prog)
	 , plane_camera_matrix(plane_prog)
	 , plane_model_matrix(plane_prog)
	 , shape_proj_matrix(shape_prog)
	 , shape_camera_matrix(shape_prog)
	 , shape_model_matrix(shape_prog)
	 , shape_clip_plane(shape_prog)
	 , shape_clip_direction(shape_prog)
	 , width(512)
	 , height(512)
	 , tex_side(512)
	{
		plane_vs.Source(
			"#version 140\n"
			"uniform vec3 LightPosition;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec2 TexCoord;"
			"out vec3 vertLightDir;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ModelMatrix* "
			"		Position;"
			"	vertLightDir = normalize("
			"		LightPosition - gl_Position.xyz"
			"	);"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		gl_Position;"
			"	vertTexCoord = TexCoord;"
			"}"
		);
		plane_vs.Compile();

		plane_fs.Source(
			"#version 140\n"
			"uniform vec3 Normal;"
			"in vec3 vertLightDir;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float checker = ("
			"		int(vertTexCoord.x*18) % 2+"
			"		int(vertTexCoord.y*18) % 2"
			"	) % 2;"
			"	vec3 color = mix("
			"		vec3(0.2, 0.4, 0.9),"
			"		vec3(0.2, 0.2, 0.7),"
			"		checker"
			"	);"
			"	float d = dot("
			"		Normal, "
			"		vertLightDir"
			"	);"
			"	float intensity = 0.5 + pow(1.4*d, 2.0);"
			"	fragColor = vec4(color*intensity, 1.0);"
			"}"
		);
		plane_fs.Compile();

		plane_prog.AttachShader(plane_vs);
		plane_prog.AttachShader(plane_fs);
		plane_prog.Link();
		plane_prog.Use();
		plane_proj_matrix.BindTo("ProjectionMatrix");
		plane_camera_matrix.BindTo("CameraMatrix");
		plane_model_matrix.BindTo("ModelMatrix");

		Vec3f lightPos(3.0f, 3.0f, 3.0f);
		Uniform<Vec3f>(plane_prog, "LightPosition").Set(lightPos);
		Uniform<Vec3f>(plane_prog, "Normal").Set(make_plane.Normal());

		gl.Bind(plane);

		gl.Bind(Buffer::Target::Array, plane_verts);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(plane_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, plane_texcoords);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_plane.TexCoordinates(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(plane_prog, "TexCoord");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		shape_vs.Source(
			"#version 140\n"
			"uniform vec3 LightPosition;"
			"uniform mat4 ProjectionMatrix, ModelMatrix, CameraMatrix;"
			"uniform vec4 ClipPlane;"
			"uniform float ClipDirection;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"out vec3 vertLightDir;"
			"out vec3 vertLightRefl;"
			"out vec3 vertViewDir;"
			"out vec2 vertTexCoord;"
			"void main(void)"
			"{"
			"	gl_Position = "
			"		ModelMatrix *"
			"		Position;"
			"	gl_ClipDistance[0] = "
			"		ClipDirection* "
			"		dot(ClipPlane, gl_Position);"
			"	vertLightDir = LightPosition - gl_Position.xyz;"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLightRefl = reflect("
			"		-normalize(vertLightDir),"
			"		normalize(vertNormal)"
			"	);"
			"	vertViewDir = (vec4(0.0, 0.0, 1.0, 1.0)*CameraMatrix).xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"	vec3 TexOffs = mat3(CameraMatrix)*vertNormal*0.05;"
			"	vertTexCoord = "
			"		vec2(0.5, 0.5) +"
			"		(gl_Position.xy/gl_Position.w)*0.5 +"
			"		(TexOffs.z<0.0 ? TexOffs.xy : -TexOffs.xy);"
			"}"
		);
		shape_vs.Compile();

		shape_fs.Source(
			"#version 140\n"
			"uniform sampler2D RefractTex;"
			"in vec3 vertNormal;"
			"in vec3 vertLightDir;"
			"in vec3 vertLightRefl;"
			"in vec3 vertViewDir;"
			"in vec2 vertTexCoord;"
			"out vec4 fragColor;"

			"float adj_lt(float i)"
			"{"
			"	return i > 0.0 ? i : -0.7*i;"
			"}"

			"void main(void)"
			"{"
			"	float l = length(vertLightDir);"
			"	float d = dot("
			"		normalize(vertNormal), "
			"		normalize(vertLightDir)"
			"	) / l;"
			"	float s = dot("
			"		normalize(vertLightRefl),"
			"		normalize(vertViewDir)"
			"	);"
			"	vec3 lt = vec3(1.0, 1.0, 1.0);"
			"	vec3 tex = texture(RefractTex, vertTexCoord).rgb;"
			"	fragColor = vec4("
			"		tex * 0.5 + "
			"		(lt + tex) * 1.5 * adj_lt(d) + "
			"		lt * pow(adj_lt(s), 64), "
			"		1.0"
			"	);"
			"}"
		);
		shape_fs.Compile();

		shape_prog.AttachShader(shape_vs);
		shape_prog.AttachShader(shape_fs);
		shape_prog.Link();
		shape_prog.Use();
		shape_proj_matrix.BindTo("ProjectionMatrix");
		shape_camera_matrix.BindTo("CameraMatrix");
		shape_model_matrix.BindTo("ModelMatrix");
		shape_clip_plane.BindTo("ClipPlane");
		shape_clip_direction.BindTo("ClipDirection");

		Uniform<Vec3f>(shape_prog, "LightPosition").Set(lightPos);

		gl.Bind(shape);

		gl.Bind(Buffer::Target::Array, shape_verts);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Positions(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(shape_prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		gl.Bind(Buffer::Target::Array, shape_normals);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_shape.Normals(data);
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(shape_prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}
		//
		Texture::Active(0);
		UniformSampler(shape_prog, "RefractTex").Set(0);
		{
			gl.Bound(Texture::Target::_2D, refract_tex)
				.MinFilter(TextureMinFilter::Linear)
				.MagFilter(TextureMagFilter::Linear)
				.WrapS(TextureWrap::MirroredRepeat)
				.WrapT(TextureWrap::MirroredRepeat)
				.Image2D(
					0,
					PixelDataInternalFormat::RGB,
					tex_side, tex_side,
					0,
					PixelDataFormat::RGB,
					PixelDataType::UnsignedByte,
					nullptr
				);
		}
		//
		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
	}
Beispiel #27
0
	ReflectionExample(void)
	 : torus_indices(make_torus.Indices())
	 , torus_instr(make_torus.Instructions())
	 , vs_norm(ObjectDesc("Vertex-Normal"))
	 , vs_refl(ObjectDesc("Vertex-Reflection"))
	 , gs_refl(ObjectDesc("Geometry-Reflection"))
	{
		namespace se = oglplus::smart_enums;
		// Set the normal object vertex shader source
		vs_norm.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 geomColor;"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	gl_Position = ModelMatrix * Position;"
			"	geomColor = Normal;"
			"	geomNormal = mat3(ModelMatrix)*Normal;"
			"	geomLight = LightPos-gl_Position.xyz;"
			"	gl_Position = ProjectionMatrix * CameraMatrix * gl_Position;"
			"}"
		);
		// compile it
		vs_norm.Compile();

		// Set the reflected object vertex shader source
		// which just passes data to the geometry shader
		vs_refl.Source(
			"#version 330\n"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	gl_Position = Position;"
			"	vertNormal = Normal;"
			"}"
		);
		// compile it
		vs_refl.Compile();

		// Set the reflected object geometry shader source
		// This shader creates a reflection matrix that
		// relies on the fact that the reflection is going
		// to be done by the y-plane
		gs_refl.Source(
			"#version 330\n"
			"layout(triangles) in;"
			"layout(triangle_strip, max_vertices = 6) out;"

			"in vec3 vertNormal[];"

			"uniform mat4 ProjectionMatrix;"
			"uniform mat4 CameraMatrix;"
			"uniform mat4 ModelMatrix;"

			"out vec3 geomColor;"
			"out vec3 geomNormal;"
			"out vec3 geomLight;"
			"uniform vec3 LightPos;"

			"mat4 ReflectionMatrix = mat4("
			"	1.0, 0.0, 0.0, 0.0,"
			"	0.0,-1.0, 0.0, 0.0,"
			"	0.0, 0.0, 1.0, 0.0,"
			"	0.0, 0.0, 0.0, 1.0 "
			");"
			"void main(void)"
			"{"
			"	for(int v=0; v!=gl_in.length(); ++v)"
			"	{"
			"		vec4 Position = gl_in[v].gl_Position;"
			"		gl_Position = ModelMatrix * Position;"
			"		geomColor = vertNormal[v];"
			"		geomNormal = mat3(ModelMatrix)*vertNormal[v];"
			"		geomLight = LightPos - gl_Position.xyz;"
			"		gl_Position = "
			"			ProjectionMatrix *"
			"			CameraMatrix *"
			"			ReflectionMatrix *"
			"			gl_Position;"
			"		EmitVertex();"
			"	}"
			"	EndPrimitive();"
			"}"
		);
		// compile it
		gs_refl.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in vec3 geomColor;"
			"in vec3 geomNormal;"
			"in vec3 geomLight;"
			"out vec4 fragColor;"
			"void main(void)"
			"{"
			"	float l = length(geomLight);"
			"	float d = l > 0.0 ? dot("
			"		geomNormal, "
			"		normalize(geomLight)"
			"	 ) / l : 0.0;"
			"	float i = 0.2 + max(d, 0.0) * 2.0;"
			"	fragColor = vec4(abs(geomNormal)*i, 1.0);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the normal rendering program
		prog_norm.AttachShader(vs_norm);
		prog_norm.AttachShader(fs);
		// link it
		prog_norm.Link();

		// attach the shaders to the reflection rendering program
		prog_refl.AttachShader(vs_refl);
		prog_refl.AttachShader(gs_refl);
		prog_refl.AttachShader(fs);
		// link it
		prog_refl.Link();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		torus_verts.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(se::Array(), data);

			// setup the vertex attribs array for the vertices
			typedef VertexAttribArray VAA;
			VertexAttribSlot
				loc_norm = VAA::GetLocation(prog_norm, "Position"),
				loc_refl = VAA::GetLocation(prog_refl, "Position");

			assert(loc_norm == loc_refl);
			VertexAttribArray attr(loc_norm);
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the torus normals
		torus_normals.Bind(se::Array());
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(se::Array(), data);

			// setup the vertex attribs array for the normals
			typedef VertexAttribArray VAA;
			VertexAttribSlot
				loc_norm = VAA::GetLocation(prog_norm, "Normal"),
				loc_refl = VAA::GetLocation(prog_refl, "Normal");

			assert(loc_norm == loc_refl);
			VertexAttribArray attr(loc_norm);
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VAO for the plane
		plane.Bind();

		// bind the VBO for the plane vertices
		plane_verts.Bind(se::Array());
		{
			GLfloat data[4*3] = {
				-2.0f, 0.0f,  2.0f,
				-2.0f, 0.0f, -2.0f,
				 2.0f, 0.0f,  2.0f,
				 2.0f, 0.0f, -2.0f
			};
			// upload the data
			Buffer::Data(se::Array(), 4*3, data);
			// setup the vertex attribs array for the vertices
			prog_norm.Use();
			VertexAttribArray attr(prog_norm, "Position");
			attr.Setup<Vec3f>();
			attr.Enable();
		}

		// bind the VBO for the torus normals
		plane_normals.Bind(se::Array());
		{
			GLfloat data[4*3] = {
				-0.1f, 1.0f,  0.1f,
				-0.1f, 1.0f, -0.1f,
				 0.1f, 1.0f,  0.1f,
				 0.1f, 1.0f, -0.1f
			};
			// upload the data
			Buffer::Data(se::Array(), 4*3, data);
			// setup the vertex attribs array for the normals
			prog_norm.Use();
			VertexAttribArray attr(prog_norm, "Normal");
			attr.Setup<Vec3f>();
			attr.Enable();
		}
		VertexArray::Unbind();

		Vec3f lightPos(2.0f, 2.0f, 3.0f);
		prog_norm.Use();
		SetUniform(prog_norm, "LightPos", lightPos);
		prog_refl.Use();
		SetUniform(prog_refl, "LightPos", lightPos);
		//
		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.ClearStencil(0);
	}
	CubeExample(void)
	 : cube_instr(make_cube.Instructions())
	 , cube_indices(make_cube.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	 , front_facing(prog, "FrontFacing")
	 , inst_count(32)
	{
		// Set the vertex shader source
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"uniform vec3 LightPos;"
			"uniform int InstCount;"
			"uniform int FrontFacing;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out float vertMult;"
			"out vec3 vertColor;"
			"out vec3 vertWrapNormal;"
			"out vec3 vertNormal;"
			"out vec3 vertLight;"
			"void main(void)"
			"{"
			"	int inst = (FrontFacing != 0) ? "
			"		(InstCount - gl_InstanceID - 1):"
			"		gl_InstanceID;"
			"	vertMult = float(inst) / float(InstCount-1);"
			"	float sca = 1.0 - 0.3 * pow(vertMult, 2);"
			"	mat4 ScaleMatrix = mat4("
			"		sca, 0.0, 0.0, 0.0,"
			"		0.0, sca, 0.0, 0.0,"
			"		0.0, 0.0, sca, 0.0,"
			"		0.0, 0.0, 0.0, 1.0 "
			"	);"
			"	gl_Position = ModelMatrix * Position;"
			"	vertColor = Normal;"
			"	vec3 wrap = Position.xyz - Normal;"
			"	vertWrapNormal = "
			"		mat3(ModelMatrix)*"
			"		normalize(mix("
			"			Normal,"
			"			wrap,"
			"			mix(0.5, 1.0, vertMult)"
			"		));"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	vertLight = LightPos-gl_Position.xyz;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ScaleMatrix *"
			"		gl_Position;"
			"}"
		);
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(
			"#version 330\n"
			"in float vertMult;"
			"in vec3 vertColor;"
			"in vec3 vertWrapNormal;"
			"in vec3 vertNormal;"
			"in vec3 vertLight;"
			"out vec4 fragColor;"
			"uniform int InstCount;"
			"void main(void)"
			"{"
			"	float l = dot(vertLight, vertLight);"
			"	float d = l > 0.0 ? dot("
			"		vertNormal, "
			"		normalize(vertLight)"
			"	) / l : 0.0;"
			"	float s = max("
			"		dot(vertWrapNormal, vertLight)/l,"
			"		0.0"
			"	);"
			"	float intensity = clamp("
			"		0.2 + d * 3.0 + s * 5.5,"
			"		0.0,"
			"		1.0"
			"	);"
			"	fragColor = vec4("
			"		abs(vertColor) * intensity,"
			"		(2.5 + 1.5*d + 1.5*s) / InstCount"
			"	);"
			"}"
		);
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog.AttachShader(vs);
		prog.AttachShader(fs);
		// link and use it
		prog.Link();
		prog.Use();

		// bind the VAO for the cube
		cube.Bind();

		// bind the VBO for the cube vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			VertexArrayAttrib attr(prog, "Position");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}

		// bind the VBO for the cube normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_cube.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			VertexArrayAttrib attr(prog, "Normal");
			attr.Setup<GLfloat>(n_per_vertex);
			attr.Enable();
		}
		// the light position
		Uniform<Vec3f>(prog, "LightPos").Set(Vec3f(-3.0f, -2.0f, -3.0f));
		// and the instance count
		Uniform<GLint>(prog, "InstCount").Set(inst_count);
		//
		gl.ClearColor(0.5f, 0.6f, 0.5f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_cube.FaceWinding());
		gl.Enable(Capability::Blend);
		gl.BlendFunc(BlendFn::SrcAlpha, BlendFn::OneMinusSrcAlpha);
	}
Beispiel #29
0
	TorusExample(void)
	 : make_torus(1.0, 0.5, 72, 48)
	 , torus_instr(make_torus.Instructions())
	 , torus_indices(make_torus.Indices())
	 , projection_matrix(prog, "ProjectionMatrix")
	 , camera_matrix(prog, "CameraMatrix")
	 , model_matrix(prog, "ModelMatrix")
	{
		// Set the vertex shader source and compile it
		vs.Source(
			"#version 330\n"
			"uniform mat4 ProjectionMatrix, CameraMatrix, ModelMatrix;"
			"in vec4 Position;"
			"in vec3 Normal;"
			"out vec3 vertNormal;"
			"void main(void)"
			"{"
			"	vertNormal = mat3(ModelMatrix)*Normal;"
			"	gl_Position = "
			"		ProjectionMatrix *"
			"		CameraMatrix *"
			"		ModelMatrix *"
			"		Position;"
			"}"
		).Compile();

		// set the fragment shader source and compile it
		fs.Source(
			"#version 330\n"
			"in vec3 vertNormal;"
			"out vec4 fragColor;"
			"uniform vec3 LightPos;"
			"void main(void)"
			"{"
			"	float intensity = 2.0 * max("
			"		dot(vertNormal,  LightPos)/"
			"		length(LightPos),"
			"		0.0"
			"	);"
			"	if(!gl_FrontFacing)"
			"		fragColor = vec4(0.0, 0.0, 0.0, 1.0);"
			"	else if(intensity > 0.9)"
			"		fragColor = vec4(1.0, 0.9, 0.8, 1.0);"
			"	else if(intensity > 0.1)"
			"		fragColor = vec4(0.7, 0.6, 0.4, 1.0);"
			"	else"
			"		fragColor = vec4(0.3, 0.2, 0.1, 1.0);"
			"}"
		).Compile();

		// attach the shaders to the program
		prog << vs << fs;
		// link and use it
		prog.Link().Use();

		// bind the VAO for the torus
		torus.Bind();

		// bind the VBO for the torus vertices
		verts.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Positions(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			(prog|"Position").Setup(n_per_vertex, DataType::Float).Enable();
		}

		// bind the VBO for the torus normals
		normals.Bind(Buffer::Target::Array);
		{
			std::vector<GLfloat> data;
			GLuint n_per_vertex = make_torus.Normals(data);
			// upload the data
			Buffer::Data(Buffer::Target::Array, data);
			// setup the vertex attribs array for the vertices
			(prog|"Normal").Setup(n_per_vertex, DataType::Float).Enable();
		}
		//
		// set the light position
		(prog/"LightPos").Set(Vec3f(4.0f, 4.0f, -8.0f));

		gl.ClearColor(0.8f, 0.8f, 0.7f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.FrontFace(make_torus.FaceWinding());
		gl.CullFace(Face::Back);
		glLineWidth(4.0f);
	}
Beispiel #30
0
	MetaballExample(void)
	{
		for(GLuint i=0; i!=64; ++i)
		{
			GLuint j = 0, n = 3+std::rand()%3;
			std::vector<Vec4f> points(n);
			while(j != n)
			{
				points[j] = Vec4f(
					1.4*std::rand()/GLdouble(RAND_MAX) - 0.7,
					1.4*std::rand()/GLdouble(RAND_MAX) - 0.7,
					0.0,
					0.1*std::rand()/GLdouble(RAND_MAX) + 0.1
				);
				++j;
			}
			ball_paths.push_back(CubicBezierLoop<Vec4f, double>(points));
			++i;
		}

		// Set the vertex shader source
		vs.Source(StrLit(
			"#version 330\n"
			"in vec2 Position;"
			"out vec3 vertPosition;"
			"void main(void)"
			"{"
			"	vertPosition = vec3(Position, 0.0);"
			"	gl_Position = vec4(vertPosition, 1.0);"
			"}"
		));
		// compile it
		vs.Compile();

		// set the fragment shader source
		fs.Source(StrLit(
			"#version 330\n"
			"uniform sampler1D Metaballs;"
			"in vec3 vertPosition;"
			"out vec3 fragColor;"

			"const vec3 AmbientColor = vec3(0.3, 0.4, 0.9);"
			"const vec3 DiffuseColor = vec3(0.5, 0.6, 1.0);"
			"const vec3 LightDir = normalize(vec3(1.0, 1.0, 1.0));"

			"void main(void)"
			"{"
			"	int i = 0, n = textureSize(Metaballs, 0);"

			"	float InvN = 1.0/n;"
			"	float Value = 0.0;"
			"	vec3 Normal = vec3(0.0, 0.0, 0.0);"
			"	while(i != n)"
			"	{"
			"		vec4 Metaball = texelFetch(Metaballs, i, 0);"
			"		float Radius = Metaball.w;"
			"		vec3 Vect = vertPosition - Metaball.xyz;"
			"		float Tmp = pow(Radius,2.0)/dot(Vect, Vect)-0.25;"
			"		Value += Tmp;"
			"		float Mul = max(Tmp, 0.0);"
			"		Normal += Mul*vec3(Vect.xy, Mul*InvN/Radius);"
			"		++i;"
			"	}"
			"	if(Value > 0.0)"
			"	{"
			"		float Diffuse = 1.4*max(dot("
			"			LightDir,"
			"			normalize(Normal)"
			"		), 0.0);"
			"		float Ambient = 0.3;"
			"		fragColor = "
			"			Ambient*AmbientColor+"
			"			Diffuse*DiffuseColor;"
			"	}"
			"	else fragColor = vec3(0.4, 0.4, 0.4);"
			"}"
		));
		// compile it
		fs.Compile();

		// attach the shaders to the program
		prog << vs << fs;
		// link and use it
		prog.Link().Use();

		// bind the VAO for the rectangle
		rectangle.Bind();

		GLfloat rectangle_verts[8] = {
			-1.0f, -1.0f,
			-1.0f,  1.0f,
			 1.0f, -1.0f,
			 1.0f,  1.0f
		};
		// bind the VBO for the rectangle vertices
		verts.Bind(Buffer::Target::Array);
		// upload the data
		Buffer::Data(Buffer::Target::Array, rectangle_verts);
		// setup the vertex attribs array for the vertices
		VertexAttribArray vert_attr(prog, "Position");
		vert_attr.Setup(2, DataType::Float).Enable();
		//
		Texture::Active(0);
		UniformSampler(prog, "Metaballs").Set(0);

		{
			auto bound_tex = Bind(metaballs_tex, Texture::Target::_1D);
			bound_tex.Image1D(
				0,
				PixelDataInternalFormat::RGBA32F,
				ball_paths.size(),
				0,
				PixelDataFormat::RGBA,
				PixelDataType::Float,
				nullptr
			);
			bound_tex.MinFilter(TextureMinFilter::Nearest);
			bound_tex.MagFilter(TextureMagFilter::Nearest);
			bound_tex.WrapS(TextureWrap::MirroredRepeat);
		}

		gl.ClearDepth(1.0f);
	}